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[WIP] DBAL-A3 — CAD-to-Game / Mid-poly Workflow (Internal Mechanics)

Hi guys! My name is Nikita, I'm making a Dbal a3 laser model. With working mechanics. It will be animated and show how its mechanical base works, etc.

I originally went with the CAD (Plasticity-fusion 360) pipeline - export via Plasticity - to Zbrush (finishing High poly) - blender (creating low poly) - marmoset baking - substance painter texturing.

Everything was fine until the low poly stage. But this is my first experience creating a mid poly model.

I turned for help to a person who was a team lead in COD Modern Warfare 3 and Starfield. He cut part of the pipeline for me since I'm not doing a sculpt and the Bevel shader already exists in Marmoset.
And now it looks like this:
CAD - export to MOi3d - Low poly in blender 3d - High poly in Marmoset - baking in Marmoset and texturing in substance painter. It's much faster this way, of course.

I made the low poly. Can you give advice, what articles to read, and what sins are visible? I will be very grateful. I'm attaching 3 screenshots: High poly Plasticity - High poly zbrush - low poly blender.


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